There was an old "tabletop" RPG called "Traveller", one of the very first science fiction role playing games.
At the time, it seemed pretty awesome. There was a proceedural planet generator system which was pretty interesting, and produced a digital code that described the planet's vital statistics in a reasonably succinct manner. You could then, if you wanted, customize the details... but since the scale of a typical campaign could include dozens if not hundreds of worlds/systems, most would remain relatively generic.
Supplements later detailed a lot of the more important worlds and whatnot, but the basic rules were rather skeletal, a framework to build on.
The random world generator could produce some bizarre results also... like a world with a corrosive atmosphere but billions of inhabitants! And a relatively low tech level also. Made no sense, so I concluded that most of the inhabitants were a native species that could breathe the atmosphere without harm. A later supplement said the same thing, but in more detail.
Basically, there were about a dozen options per category, middle ones more common and higher/lower numbers more rare... bell-curve... a quick calculation says there would be about 45 million possible combinations. As with all paper-and-pen RPGs of course, the details depended on the imagination of the referee....
One thing about the old book-and-dice RPGs, they could be a lot more flexible and versatile than computer RPGs, if you had a good GM.